James Price a5d73ce965 transform/shader_io: Generate a wrapper function
This is a major reworking of this transform. The old transform code
was getting unwieldy, with part of the complication coming from the
handling of multiple return statements. By generating a wrapper
function instead, we can avoid a lot of this complexity.

The original entry point function is stripped of all shader IO
attributes (as well as `stage` and `workgroup_size`), but the body is
left unmodified. A new entry point wrapper function is introduced
which calls the original function, packing/unpacking the shader inputs
as necessary, and propagates the result to the corresponding shader
outputs.

The new code has been refactored to use a state object with the
different parts of the transform split into separate functions, which
makes it much more manageable.

Fixed: tint:1076
Bug: tint:920
Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521
Auto-Submit: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: James Price <jrprice@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-08-04 22:15:28 +00:00

93 lines
2.4 KiB
HLSL

void set_float4(inout float4 vec, int idx, float val) {
vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
}
cbuffer cbuffer_x_7 : register(b0, space0) {
uint4 x_7[2];
};
cbuffer cbuffer_x_11 : register(b1, space0) {
uint4 x_11[1];
};
static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
int i = 0;
int j = 0;
int k = 0;
color = float4(1.0f, 1.0f, 1.0f, 1.0f);
const uint scalar_offset = ((16u * uint(0))) / 4;
const int x_37 = asint(x_7[scalar_offset / 4][scalar_offset % 4]);
i = x_37;
while (true) {
const int x_42 = i;
const int x_44 = asint(x_7[1].x);
if ((x_42 < x_44)) {
} else {
break;
}
switch(i) {
case 2: {
const int x_83 = i;
const uint scalar_offset_1 = ((16u * uint(0))) / 4;
const float x_85 = asfloat(x_11[scalar_offset_1 / 4][scalar_offset_1 % 4]);
set_float4(color, x_83, x_85);
break;
}
case 1: {
const uint scalar_offset_2 = ((16u * uint(0))) / 4;
const int x_52 = asint(x_7[scalar_offset_2 / 4][scalar_offset_2 % 4]);
j = x_52;
{
for(; (i > i); j = (j + 1)) {
const uint scalar_offset_3 = ((16u * uint(0))) / 4;
const int x_62 = asint(x_7[scalar_offset_3 / 4][scalar_offset_3 % 4]);
k = x_62;
{
for(; (k < i); k = (k + 1)) {
const int x_71 = k;
const uint scalar_offset_4 = ((16u * uint(0))) / 4;
const float x_73 = asfloat(x_11[scalar_offset_4 / 4][scalar_offset_4 % 4]);
set_float4(color, x_71, x_73);
}
}
}
}
const int x_79 = i;
const uint scalar_offset_5 = ((16u * uint(0))) / 4;
const float x_81 = asfloat(x_11[scalar_offset_5 / 4][scalar_offset_5 % 4]);
set_float4(color, x_79, x_81);
break;
}
default: {
break;
}
}
{
i = (i + 1);
}
}
x_GLF_color = color;
return;
}
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol {
float4 x_GLF_color_1 : SV_Target0;
};
main_out main_inner() {
main_1();
const main_out tint_symbol_3 = {x_GLF_color};
return tint_symbol_3;
}
tint_symbol main() {
const main_out inner_result = main_inner();
tint_symbol wrapper_result = (tint_symbol)0;
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}